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Author Topic: My MGC SquirrelCraft  (Read 1413 times)
JamesPr
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« on: September 08, 2004, 11:55:40 pm »

This is the deck original deck that won that tournament in a really competitive field.  My internet isn't working well right now so if you want to have a look at the decklist and  coverage go here.  http://www.misetings.com/forums/archive/index.php/t-6537

Original Decklist
4 Ankh of Mishra
1 Argothian Wurm
3 Chalice of the Void
2 Powder Keg
1 Sol Ring
4 Tangle Wire
1 Zuran Orb
4 Fyndhorn Elves
4 Ice Storm
4 Llanowar Elves
4 Terravore

3 Thermokarst
4 Winter's Grasp

1 Dust Bowl
14 Forest
1 Pendelhaven
1 Strip Mine
1 Treetop Village
4 Wasteland

SB
2 Gaea's Blessing
1 Glissa Sunseeker
2 Masticore
3 Null Rod
1 Powder Keg
3 Root Maze
3 Troll Ascetic


New Decklist

Control
4 Ankh of Mishra
3 Chalice of the Void
2 Root Maze
2 Powder Keg
4 Tangle Wire
4 Ice Storm
3 Winter's Grasp

Acceleration
1 Elvish Spirit Guide
1 Lotus Petal
1 Sol Ring
4 Fyndhorn Elves
4 Llanowar Elves

Combo
4 Squirrel Nest
3 Earthcraft

Land
15 Forest
1 Strip Mine
4 Wasteland

SB
2 Gaea's Blessing
4 Oxidize
4 Null Rod
1 Powder Keg
1 Root Maze
2 Tormod's Crypt

This deck originally was just a simple control deck based on the speed of green instead of utilizing the speed of green with mana and permanent deniel.  Now that Earthcraft got restricted this deck has grown into more of a control-combo deck, relying on two cards for the win.  Still if the combo fails this deck can always go the beatdown route with 1/1 elves, and Ankh of Mishra damage which will become immensely powerful with Crucible of Worlds being played so heavily.
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shaq
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« Reply #1 on: September 09, 2004, 05:55:56 am »

Does dustbowl really work in this deck?
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sic itur ad astra
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« Reply #2 on: September 09, 2004, 06:11:34 am »

First, isn't the one treetop village a little random? I'd think you'd either prefer a (set of) mishra's factory if you really want a critter or a forest for the mana. The CIP tapped is not something you want to see in this deck, where you need to play your threats ASAP. And with the meta getting some more LD in wastes / strips, a single treetop village isn't gonna stay in play for long.

Second, root maze + squirrelcraft =! tech. So if you side in your root mazes, what do you do with the combo, and if you side it out, how else are you planning on killing the comboplayer (cuzz that is where you side them in against) quickly?
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Without magic, life would be a mistake - Friedrich Nietzsche

Chuck would ask Chuck how a woodchuck would chuck wood...as fast as this.
JamesPr
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« Reply #3 on: September 09, 2004, 11:56:40 am »

This is basically the deck he played and I altered it a little bit to include the combo.  I guess he had dustbowls in it because he didn't want to draw one until way late in the game, it was just another form of control.  The treetop village he had a one of as well, I guess he had that as another kill mecanism.  I think the important thing to realize about this deck is that it is not a fast combo deck typically.  I think a really good hand by this deck would be

Forest, Llanowar Elves
Forest, Root Maze
Wasteland Tapped, Earthcraft
Forest, Tapped, Squirrel Nest

New Deck

4x Squirrel Nest
3x Earthcraft

4x Tangle Wire
3x Root Maze
2x Chalice of the Void
2x Powder Keg
4x Ice Storm
4x Thermokarst
3x Winter's Grasp
1x Sol Ring
4x Fyndhorn Elves
4x Llanowar Elves

17x Forest
4x Wasteland
1x Strip Mine
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shaq
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« Reply #4 on: September 10, 2004, 05:45:09 am »

Root Maze can really kill most T1 combo decks, but it seems redundant for me, providing this deck should be packing 4 chalices. Again, the land count seems a bit high (maybe 15 forest?).

The big problem with this deck is that while the squirrel/earthcraft combo is fantastic, I think it needs a deck designed solely for it: tutoring, artifact accel and so on is absolutely mandatory. But it's just an opinion, and "mono-green combo" sounds great!
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sic itur ad astra
JamesPr
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« Reply #5 on: September 10, 2004, 11:30:03 am »

Thank you for the wonderful feedback.  I think three chalices might be the right number, also indeed the land count is a little high i'll fix that.  Adding more acceleration and taking out some of the land destruction seems like it might be a good idea.  This deck still being a control deck will rely more so on permanent control than land control while maintaining a healthy ability to destroy lands and disrupt an opponent's mana curve.

I agree search and tutoring for the combo is important but with green you don't have a lot of options.  Plus this was never designed to be a fast deck, nor was stax or artifact control decks.
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